/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #ifndef __BOTHDEFS_H #define __BOTHDEFS_H #if defined(__APPLE__) && defined(__MACH__) #define MACOSX #endif #if defined(__MINGW32_VERSION) || defined(__MINGW__) || defined(__MINGW32__) || defined(__MINGW64__) #define MINGW #endif #if !defined(MINGW) && defined(__GNUC__) && defined(_WIN32) #define MINGW //Erm, why is this happening? #endif #ifdef HAVE_CONFIG_H //if it was configured properly, then we have a more correct list of features we want to use. #include "config.h" #else #ifdef NO_LIBRARIES #define NO_DIRECTX #define NO_PNG #define NO_JPEG #define NO_ZLIB #define NO_OGG #endif //#define AVAIL_OGGVORBIS #if !defined(__CYGWIN__) && !defined(MINGW) && !defined(MACOSX) #define AVAIL_PNGLIB #define AVAIL_JPEGLIB #define AVAIL_ZLIB #define AVAIL_OGGVORBIS #endif #define AVAIL_MASM #ifdef MINGW #define AVAIL_PNGLIB #define AVAIL_ZLIB #define AVAIL_JPEGLIB #endif #if !defined(NO_DIRECTX) && !defined(NODIRECTX) #define AVAIL_DINPUT #define AVAIL_DDRAW #define AVAIL_DSOUND #define AVAIL_D3D #endif #ifdef NO_PNG #undef AVAIL_PNGLIB #endif #ifdef NO_JPEG #undef AVAIL_JPEGLIB #endif #ifdef NO_ZLIB #undef AVAIL_ZLIB #endif #ifdef NO_OGG #undef AVAIL_OGGVORBIS #endif #if defined(NO_MASM) || !defined(_WIN32) #undef AVAIL_MASM #endif //#define AVAIL_FREETYPE //#define NEWBACKEND //set any additional defines or libs in win32 #ifndef AVAIL_MASM #ifdef _WIN32 #define NOASM #else #undef AVAIL_MASM //fixme #endif #endif #define SVRANKING #define SWSTAINS #ifdef MINIMAL #define CL_MASTER //this is useful #undef AVAIL_JPEGLIB //no jpeg support #undef AVAIL_PNGLIB //no png support #undef USE_MADLIB //no internal mp3 playing #undef USE_D3D //no d3d support #define NOMEDIA //NO playing of avis/cins/roqs #define MD3MODELS //we DO want to use quake3 alias models. This might be a minimal build, but we still want this. #define PLUGINS #define PSET_CLASSIC #ifndef SERVERONLY //don't be stupid, stupid. #define CLIENTONLY #endif #else #define SIDEVIEWS 4 //enable secondary/reverse views. #define SP2MODELS //quake2 sprite models #define MD2MODELS //quake2 alias models #define MD3MODELS //quake3 alias models #define MD5MODELS //doom3 models #define ZYMOTICMODELS //zymotic skeletal models. #define HUFFNETWORK //huffman network compression #define HALFLIFEMODELS //halflife model support (experimental) // #define DOOMWADS //doom wad/map/sprite support //#define WOLF3DSUPPORT //wolfenstein3d map support (not started yet) #define Q2BSPS //quake 2 bsp support #define Q3BSPS //quake 3 bsp support #define TERRAIN //heightmap support #define SV_MASTER //starts up a master server #define SVCHAT //serverside npc chatting. see sv_chat.c #define Q2SERVER //server can run a q2 game dll and switches to q2 network and everything else. #define Q2CLIENT //client can connect to q2 servers #define Q3CLIENT #define Q3SERVER // #define HLCLIENT //we can run HL gamecode (not protocol compatible) // #define HLSERVER //we can run HL gamecode (not protocol compatible) #define NQPROT //server and client are capable of using quake1/netquake protocols. (qw is still prefered. uses the command 'nqconnect') #define FISH //sw rendering only #define ZLIB //zip/pk3 support #define WEBSERVER //http/ftp servers #define WEBCLIENT //http/ftp clients. #define RUNTIMELIGHTING //calculate lit/lux files the first time the map is loaded and doesn't have a loadable lit. // #define QTERM //qterm... adds a console command that allows running programs from within quake - bit like xterm. #define CL_MASTER //query master servers and stuff for a dynamic server listing. #define SERIALMOUSE //means that the engine talks to a serial mouse directly via the com/serial port. Thus allowing duel mice with seperate inputs. #define R_XFLIP //allow view to be flipped horizontally #define IN_XFLIP //allow input to be flipped horizontally. #define TEXTEDITOR #define PPL //per pixel lighting (stencil shadowing) #define DDS //a sort of image file format. #define VM_Q1 //q1 qvm gamecode interface #define TCPCONNECT //a tcpconnect command, that allows the player to connect to tcp-encapsulated qw protocols. #define IRCCONNECT //an ircconnect command, that allows the player to connect to irc-encapsulated qw protocols... yeah, really. #define PLUGINS #ifdef _DEBUG // #define OFFSCREENGECKO #endif #define CSQC_DAT //support for csqc #define MENU_DAT //support for menu.dat #define Q3SHADERS #define PSET_SCRIPT #define PSET_CLASSIC //#define PSET_DARKPLACES // #define VOICECHAT //not added yet. //these things were moved to plugins. #endif #endif //temporarily disable stuff here, so as to not break any custom configs //fix things a little... #ifndef _WIN32 #undef QTERM //not supported - FIXME: move to native plugin #endif #if (defined(Q2CLIENT) || defined(Q2SERVER)) #ifndef Q2BSPS #error "Q2 game support without Q2BSP support. doesn't make sense" #endif #if !defined(MD2MODELS) || !defined(SP2MODELS) #error "Q2 game support without full Q2 model support. doesn't make sense" #endif #endif #if !defined(AVAIL_D3D) || (!defined(GLQUAKE) && !defined(RGLQUAKE)) #undef USE_D3D #endif #ifdef NPQTV #undef TEXTEDITOR #undef WEBCLIENT #undef WEBSERVER #endif #ifdef SERVERONLY //remove options that don't make sense on only a server #undef Q2CLIENT #undef Q3CLIENT #undef HLCLIENT #undef HALFLIFEMODELS #undef VM_UI #undef VM_CG #undef WEBCLIENT #undef TEXTEDITOR #undef RUNTIMELIGHTING #undef Q3SHADERS #undef TERRAIN //not supported #undef PSET_SCRIPT #undef PSET_CLASSIC #undef PSET_DARKPLACES #endif #ifdef CLIENTONLY //remove optional server components that make no sence on a client only build. #undef Q2SERVER #undef Q3SERVER #undef HLSERVER #undef WEBSERVER #undef VM_Q1 #endif //remove any options that depend upon GL. #ifndef SERVERONLY #if defined(SWQUAKE) && !defined(GLQUAKE) #undef DOOMWADS #undef HALFLIFEMODELS #undef Q3BSPS #undef R_XFLIP #undef RUNTIMELIGHTING #undef TERRAIN #undef Q3CLIENT #endif // undefine things not supported yet for D3D #if defined(D3DQUAKE) && !defined(GLQUAKE) #undef DDS // this is dumb #undef HALFLIFEMODELS #undef Q3BSPS #undef Q3CLIENT #undef Q2BSPS #undef Q2CLIENT #undef Q2SERVER #endif #endif #if !defined(GLQUAKE) && !defined(SERVERONLY) #undef Q3BSPS #endif #if !defined(Q3BSPS) #undef Q3SHADERS #undef Q3CLIENT //reconsider this (later) #undef Q3SERVER //reconsider this (later) #endif #ifndef Q3CLIENT #undef VM_CG // :( #undef VM_UI #else #define VM_CG #define VM_UI #endif #if defined(VM_Q1) || defined(VM_UI) || defined(VM_CG) || defined(Q3SERVER) || defined(PLUGINS) #define VM_ANY #endif #define PROTOCOLEXTENSIONS //#define PRE_SAYONE 2.487 //FIXME: remove. // defs common to client and server //#define VERSION 2.56 #ifndef DISTRIBUTION #define DISTRIBUTION "FTE" #define DISTRIBUTIONLONG "Forethought Entertainment" #define FULLENGINENAME "FTE QuakeWorld" #define ENGINEWEBSITE "http://www.fteqw.com" #endif #ifndef PLATFORM #if defined(_WIN32) #if defined(__amd64__) #define PLATFORM "Win64" #else #define PLATFORM "Win32" #endif #elif defined(__linux__) #if defined(__amd64__) #define PLATFORM "Linux64" #else #define PLATFORM "Linux" #endif #elif defined(__FreeBSD__) #define PLATFORM "FreeBSD" #elif defined(__OpenBSD__) #define PLATFORM "OpenBSD" #elif defined(__NetBSD__) #define PLATFORM "NetBSD" #elif defined(__MORPHOS__) #define PLATFORM "MorphOS" #elif defined(MACOSX) #define PLATFORM "MacOS X" #else #define PLATFORM "Unknown" #endif #endif #if (defined(_M_IX86) || defined(__i386__)) && !defined(id386) && !defined(__amd64__) && !defined(_AMD64_) #define id386 1 #else #define id386 0 #endif #if defined(NOASM) // no asm in dedicated server #undef id386 #endif #if id386 #define UNALIGNED_OK 1 // set to 0 if unaligned accesses are not supported #else #define UNALIGNED_OK 0 #endif #ifdef _MSC_VER #define VARGS __cdecl #endif #ifndef VARGS #define VARGS #endif #ifdef _WIN32 #define ZEXPORT VARGS #define ZEXPORTVA VARGS #endif // !!! if this is changed, it must be changed in d_ifacea.h too !!! #define CACHE_SIZE 32 // used to align key data structures #define UNUSED(x) (x = x) // for pesky compiler / lint warnings #define MINIMUM_MEMORY 0x550000 // up / down #define PITCH 0 // left / right #define YAW 1 // fall over #define ROLL 2 #define SOUND_CHANNELS 8 #define MAX_QPATH 64 // max length of a quake game pathname #define MAX_OSPATH 256 // max length of a filesystem pathname #define ON_EPSILON 0.1 // point on plane side epsilon #define MAX_NQMSGLEN 8000 // max length of a reliable message #define MAX_Q2MSGLEN 1400 #define MAX_QWMSGLEN 1450 #define MAX_OVERALLMSGLEN 8192 // mvdsv sends packets this big #define MAX_DATAGRAM 1450 // max length of unreliable message #define MAX_Q2DATAGRAM MAX_Q2MSGLEN #define MAX_NQDATAGRAM 1024 // max length of unreliable message #define MAX_OVERALLDATAGRAM MAX_DATAGRAM #define MAX_BACKBUFLEN 1200 // // per-level limits // #define MAX_EDICTS 32767 // FIXME: ouch! ouch! ouch! #define MAX_LIGHTSTYLES 255 #define MAX_STANDARDLIGHTSTYLES 64 #define MAX_MODELS 512 // these are sent over the net as bytes #define MAX_SOUNDS 512 // so they cannot be blindly increased #define MAX_VWEP_MODELS 32 #define MAX_CSQCMODELS 256 // these live entirly clientside #define SAVEGAME_COMMENT_LENGTH 39 #define MAX_STYLESTRING 64 // // stats are integers communicated to the client by the server // #define MAX_QW_STATS 32 enum { STAT_HEALTH = 0, //STAT_FRAGS = 1, STAT_WEAPON = 2, STAT_AMMO = 3, STAT_ARMOR = 4, STAT_WEAPONFRAME = 5, STAT_SHELLS = 6, STAT_NAILS = 7, STAT_ROCKETS = 8, STAT_CELLS = 9, STAT_ACTIVEWEAPON = 10, STAT_TOTALSECRETS = 11, STAT_TOTALMONSTERS = 12, STAT_SECRETS = 13, // bumped on client side by svc_foundsecret STAT_MONSTERS = 14, // bumped by svc_killedmonster STAT_ITEMS = 15, STAT_VIEWHEIGHT = 16, //same as zquake STAT_TIME = 17, //zquake #ifdef SIDEVIEWS STAT_VIEW2 = 20, #endif STAT_VIEWZOOM = 21, // DP //note that hexen2 stats are only used in hexen2 gamemodes, and can be read by csqc without further server changes. //when running hexen2 mods, the server specifically sets up these stats for the csqc. STAT_H2_LEVEL = 32, // changes stat bar STAT_H2_INTELLIGENCE, // changes stat bar STAT_H2_WISDOM, // changes stat bar STAT_H2_STRENGTH, // changes stat bar STAT_H2_DEXTERITY, // changes stat bar STAT_H2_BLUEMANA, // changes stat bar STAT_H2_GREENMANA, // changes stat bar STAT_H2_EXPERIENCE, // changes stat bar STAT_H2_CNT_TORCH, // changes stat bar STAT_H2_CNT_H_BOOST, // changes stat bar STAT_H2_CNT_SH_BOOST, // changes stat bar STAT_H2_CNT_MANA_BOOST, // changes stat bar STAT_H2_CNT_TELEPORT, // changes stat bar STAT_H2_CNT_TOME, // changes stat bar STAT_H2_CNT_SUMMON, // changes stat bar STAT_H2_CNT_INVISIBILITY, // changes stat bar STAT_H2_CNT_GLYPH, // changes stat bar STAT_H2_CNT_HASTE, // changes stat bar STAT_H2_CNT_BLAST, // changes stat bar STAT_H2_CNT_POLYMORPH, // changes stat bar STAT_H2_CNT_FLIGHT, // changes stat bar STAT_H2_CNT_CUBEOFFORCE, // changes stat bar STAT_H2_CNT_INVINCIBILITY, // changes stat bar STAT_H2_ARTIFACT_ACTIVE, STAT_H2_ARTIFACT_LOW, STAT_H2_MOVETYPE, STAT_H2_CAMERAMODE, STAT_H2_HASTED, STAT_H2_INVENTORY, STAT_H2_RINGS_ACTIVE, STAT_H2_RINGS_LOW, STAT_H2_ARMOUR1, STAT_H2_ARMOUR2, STAT_H2_ARMOUR3, STAT_H2_ARMOUR4, STAT_H2_FLIGHT_T, STAT_H2_WATER_T, STAT_H2_TURNING_T, STAT_H2_REGEN_T, STAT_H2_PUZZLE1, STAT_H2_PUZZLE2, STAT_H2_PUZZLE3, STAT_H2_PUZZLE4, STAT_H2_PUZZLE5, STAT_H2_PUZZLE6, STAT_H2_PUZZLE7, STAT_H2_PUZZLE8, STAT_H2_MAXHEALTH, STAT_H2_MAXMANA, STAT_H2_FLAGS, STAT_H2_PLAYERCLASS, STAT_MOVEVARS_WALLFRICTION = 237, // DP STAT_MOVEVARS_FRICTION = 238, // DP STAT_MOVEVARS_WATERFRICTION = 239, // DP STAT_MOVEVARS_TICRATE = 240, // DP STAT_MOVEVARS_TIMESCALE = 241, // DP STAT_MOVEVARS_GRAVITY = 242, // DP STAT_MOVEVARS_STOPSPEED = 243, // DP STAT_MOVEVARS_MAXSPEED = 244, // DP STAT_MOVEVARS_SPECTATORMAXSPEED = 245, // DP STAT_MOVEVARS_ACCELERATE = 246, // DP STAT_MOVEVARS_AIRACCELERATE = 247, // DP STAT_MOVEVARS_WATERACCELERATE = 248, // DP STAT_MOVEVARS_ENTGRAVITY = 249, // DP STAT_MOVEVARS_JUMPVELOCITY = 250, // DP STAT_MOVEVARS_EDGEFRICTION = 251, // DP STAT_MOVEVARS_MAXAIRSPEED = 252, // DP STAT_MOVEVARS_STEPHEIGHT = 253, // DP STAT_MOVEVARS_AIRACCEL_QW = 254, // DP STAT_MOVEVARS_AIRACCEL_SIDEWAYS_FRICTION = 255, // DP MAX_CL_STATS = 256 }; // // item flags // #define IT_SHOTGUN 1 #define IT_SUPER_SHOTGUN 2 #define IT_NAILGUN 4 #define IT_SUPER_NAILGUN 8 #define IT_GRENADE_LAUNCHER 16 #define IT_ROCKET_LAUNCHER 32 #define IT_LIGHTNING 64 #define IT_SUPER_LIGHTNING 128 #define IT_SHELLS 256 #define IT_NAILS 512 #define IT_ROCKETS 1024 #define IT_CELLS 2048 #define IT_AXE 4096 #define IT_ARMOR1 8192 #define IT_ARMOR2 16384 #define IT_ARMOR3 32768 #define IT_SUPERHEALTH 65536 #define IT_KEY1 131072 #define IT_KEY2 262144 #define IT_INVISIBILITY 524288 #define IT_INVULNERABILITY 1048576 #define IT_SUIT 2097152 #define IT_QUAD 4194304 #define IT_SIGIL1 (1<<28) #define IT_SIGIL2 (1<<29) #define IT_SIGIL3 (1<<30) #define IT_SIGIL4 (1<<31) // // print flags // #define PRINT_LOW 0 // pickup messages #define PRINT_MEDIUM 1 // death messages #define PRINT_HIGH 2 // critical messages #define PRINT_CHAT 3 // chat messages //split screen stuff #define MAX_SPLITS 4 //savegame vars #define SAVEGAME_COMMENT_LENGTH 39 #define SAVEGAME_VERSION 667 #define PM_DEFAULTSTEPHEIGHT 18 #define dem_cmd 0 #define dem_read 1 #define dem_set 2 #define dem_multiple 3 #define dem_single 4 #define dem_stats 5 #define dem_all 6 #endif //ifndef __BOTHDEFS_H